What is your setting for Full-scene antialiasing? (Options - Graphics)

I am asking because when you enable the post-processing is uses 4x. I thought maybe if you had a higher setting there could be an issue with memory usage or similar. Could possibly be connected with AF as well?

I am asking because when you enable the post-processing is uses 4x. I thought maybe if you had a higher setting there could be an issue with memory usage or similar. Could possibly be connected with AF as well?

Talking about that, do you have plans to unlink MSAA and post processing? It would be nice to be able to control MSAA level independently from post effects.

With 4x AF switching between off and on works without frame rate drop.

@Scawen:
By the way I DISABLED post processing and then I had the bad frame rate.

I can not imagine that it is related to the vram. The graphics card has dedicated 4 GB of RAM. According to LFS, the textures memory usage is around 324 MB. There should be enough space/ram, right? I don't know if that so easy to compare. I don't understand enough about vram and usage.

@Scawen:
By the way I DISABLED post processing and then I had the bad frame rate.

Yes, I noticed that. That's the reason for my question about AA. It's the only thing I can think of that should be better when you do switch ON postprocessing. Because in that case it uses 4xAA regardless of your setting.

The reason for that is, I believe 4xAA is the best result for the least minimal extra GPU usage. That's why mirrors and VR render target use 4xAA and that's why the postprocessing one does as well (as it was a quick add-on using some existing code). My understanding is the render target uses 4x the size of Z buffer when you use 4xAA. Higher AA settings use bigger and bigger Z buffer and it starts to become a memory access and processing issue. And regarding anisotropic filtering, higher AF settings cause the card to produce its own special anisotropic versions of textures in memory and the amount used is unpredictable (at least to me it is).

I can not imagine that it is related to the vram. The graphics card has dedicated 4 GB of RAM. According to LFS, the textures memory usage is around 324 MB. There should be enough space/ram, right? I don't know if that so easy to compare. I don't understand enough about vram and usage.

I am sure you have enough memory. But accessing so much of that memory and processing it every frame is always a problem, which is why half texture resolution can often give better frame rates. I'm not sure if AF (anisotropic filtering) setting should affect things differently in post processing or standard modes. But I must wait for your answer to that first question in this post.

I'm not sure if you did a typo there. Did you mean AA in the final sentence above? As in antialiasing, not anisotropic filtering?

The fps is low if I select "Full-scene antialiasing" with 8x. If I switch off "post-processing shader" with this value fps fall down to around 5 fps. If "Full-scene antialiasing" is at 4x the framerate is stabil. It doesn't matter if "post-processing shader" is enabled or not.

Perhaps you can only gray-out instead of hidding "Full-scene antialiasing" if "post-processing shader" is enabled? Or do you plan to change this dependency between "post-processing shader" and "full-scene antialiasing"? After Talking about this issue I realize, that "Full-scene antialiasing" is hidden while "post-processing shader" is active. :-)

I'm sorry for the following off-topic question (you can ignore it): Why "Field of view" is limited to 90° in multi-monitor usage? For single monitor configuration I can already use "unrealistic" values of max. 160°. Will be nice if viewing area for multi-monitor usage with more degrees (max. 110°?) are possible in the future.

The reason for that is, I believe 4xAA is the best result for the least minimal extra GPU usage. That's why mirrors and VR render target use 4xAA and that's why the postprocessing one does as well (as it was a quick add-on using some existing code). My understanding is the render target uses 4x the size of Z buffer when you use 4xAA. Higher AA settings use bigger and bigger Z buffer and it starts to become a memory access and processing issue. And regarding anisotropic filtering, higher AF settings cause the card to produce its own special anisotropic versions of textures in memory and the amount used is unpredictable (at least to me it is).

New layout editor instructions: docs\Autocross.txt
Improved UNDO and REDO - the selection is now correctly restored
Start position / checkpoints / finish line now in control section
FIX: Heading slider bar was not restored after a failed rotation
FIX: Zero diameter marshalls could be placed in the same position
FIX: Diameter stuck after adding a circle when diameter was zero

I always assumed the fact you can only add one of each was the reason they were excluded from the editor. Having all objects listed in the editor + removal of these dedicated keys ('S', 'F', '1', '2', '3') is a nice improvement.

Quote :

New value PMO_AVOID_CHECK for PMO_ADD_OBJECTS avoids validity check

Thanks!

The following report is probably not related to the test patch. Nor is it a bug but it might be worth mentioning. When you add (by pressing 'O' or 'M') a selection (row as shown in the screenshots attached) of intersecting movable objects with PMO_AVOID_CHECK flag set the validity check is performed. A PMO_ADD_OBJECTS is sent followed by a PMO_DEL_OBJECTS. Interestingly it does not remove all objects. It typically leaves 1 or 2 objects. The same happens when you place on ground.

This is probably much ado about nothing although, as a result the UNDO/REDO is blocked. You can't undo from that point on anymore.

The screenshots illustrate a row of intersecting movable objects (with ground level check) which were copy-pasted.

EDIT:
Interestingly, depending on which the last selected object is 1 object or 2 objects are left undeleted. Could the validity check become patchy when movable objects (especially railing, I can't reproduce this with other movable objects) are close to one another?

I've been stuck into the editor properly this week, and it really is nice to use with these new features. There's one thing that does slow me down though: The outlines can get in the way when you're trying to lay a line of objects neatly, for example a long wall made of many concrete wall objects. I end up repositioning my view and zooming in and out with every object in the line, or having to go back and smooth it out via the coord buttons with lots of swapping which object is highlighted.

Would it be possible to have a key that would turn them off temporarily? I imagine that just while the key is pressed would be better than an on/off toggle, so it would be like when we use ctrl+alt to momentarily turn playernames into usernames. That'd be just enough for a quick visual check before we place, without hobbling the usefulness of the outlines.

I've been stuck into the editor properly this week, and it really is nice to use with these new features. There's one thing that does slow me down though: The outlines can get in the way when you're trying to lay a line of objects neatly, for example a long wall made of many concrete wall objects. I end up repositioning my view and zooming in and out with every object in the line, or having to go back and smooth it out via the coord buttons with lots of swapping which object is highlighted.

Would it be possible to have a key that would turn them off temporarily? I imagine that just while the key is pressed would be better than an on/off toggle, so it would be like when we use ctrl+alt to momentarily turn playernames into usernames. That'd be just enough for a quick visual check before we place, without hobbling the usefulness of the outlines.

I strongly believe that would be handy! After all, it is WYSIWYG, thus requires to see things as "naked eye".

I see there's a new line in translations - "matching object". Not sure where and when the message comes,so before trying all variations,could someone explain how it's meant and when it's displayed?

Also Scawen - would be nice,if there are new lines to translate in new test patch,you could just notify in test patch post about it. I know you send e-mail when there is more stuff to translate,but in my case it would be enough something like "Translators - new line(s) to translate" in post. To be honest - I check this forum much more often than my mail...

Would it be possible to have a key that would turn them off temporarily? I imagine that just while the key is pressed would be better than an on/off toggle, so it would be like when we use ctrl+alt to momentarily turn playernames into usernames. That'd be just enough for a quick visual check before we place, without hobbling the usefulness of the outlines.

I haven't thought much about this or tested it, but would CTRL+SHIFT be a good key for this?

As it is used in a few places to provide a temporarily different display.

Window while connecting - no idea why this option is needed , just use Win+T or Alt+Tab. And why is this option everytime after a update installed enabled? If it only need 5min to remove this, please do it. Suggestion for the new LFS: User-Settings are needed, optional in the windows default settings folders C:\Users\<yourusername>\AppData\Roaming\

Window while connecting - no idea why this option is needed , just use Win+T or Alt+Tab. And why is this option everytime after a update installed enabled? If it only need 5min to remove this, please do it. Suggestion for the new LFS: User-Settings are needed, optional in the windows default settings folders C:\Users\<yourusername>\AppData\Roaming\

offtopic:

That (annoying) window thing comes from a time when people were using 3rd-party firewall software that would ask you to allow network access for lfs.exe. It could happen that that request didn't actually pop up correctly and thus block LFS from connecting to the master which resulted in people asking why the game was broken.

User-Settings are also a think that weren't really around when LFS was initially released in 2002. It's basicly how games worked back then and has the distinct advantage that you can just copy your LFS folder and save all data at once without having to dive deep into the user folder (and AppData isn't even visible per default) and back a 2nd (3rd, 4th ...) folder as well.
Both concepts have advantages and disadvantages.

Would it be possible to have a key that would turn them off temporarily? I imagine that just while the key is pressed would be better than an on/off toggle, so it would be like when we use ctrl+alt to momentarily turn playernames into usernames. That'd be just enough for a quick visual check before we place, without hobbling the usefulness of the outlines.

It is indeed useful to be able to hide the outlines in some cases.

Quote :

I haven't thought much about this or tested it, but would CTRL+SHIFT be a good key for this?

As it is used in a few places to provide a temporarily different display.

CTRL+SHIFT seems pertinent although SHIFT is already used to keep the selection when you are no longer in FVM_EDIT mode. What about the ALT key?

That's something that I tried to do some time ago, but couldn't do because of DXT3 compression on dds skins (when using alpha, it create dithered black dots on the texture). It would be nice to see it implemented in a future patch